Playing with 6 IMPs?[message #238432] |
Sun, 22 November 2009 06:37  | |
entar
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Messages:7
Registered:November 2009 |
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Do not know if this is the right topic to post here, i'm currently playing 1.13, and I played with 6 IMPs, just wondering do you guys also play with 6 IMPs only in your team and perhaps some other locals?
But the AIMs and MERCs mercs do sound funny.
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Re: Playing with 6 IMPs?[message #238529] |
Mon, 23 November 2009 17:09   | |
Loucipher
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Messages:161
Registered:October 2009 |
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Ever since I installed 1.13, I play with 6 IMPs. It gives me the way to develop 6 different people throughout the campaign. Besides, they are the cheapest option, both for a start and in a long run.
But of course, I hire AIM and MERC personnel too, so I get to experience their funny personality quirks and relationships.
Too little character traits and interaction? Who says you can't edit Likes, Hates, Learns_to_like, Learns_to_Hate for PGmales and PGfemales. You'd have interesting outcome here. Just think about having two IMPs on a squad with Learn_to_hate towards each other. After a while, you'll want to keep them apart. Or kill them.
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Re: Playing with 6 IMPs?[message #238584] |
Tue, 24 November 2009 15:36   | |
Loucipher
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Messages:161
Registered:October 2009 |
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One potential idea I had would be using Proedit to change Likes, Learns_to_like, Hates and Learns_to_hate traits of PGmale51 thru 53 and PGfemale51 thru 53. Or, in case of externalized Merc-Opinions, add respective entries for these characters in the XML.
Another issue would be to add respective voice and text files to enable comments. I don't quite know if these lines would be properly recognized once created, but can't see the reason why not, really. I mean, aren't all playable characters (RPCs, mercs, IMPs) supposed to be handled the same way? They all follow the same voice lines pattern, after all.
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